Some are Mac OS X (UNIX) and some are Windows. There are inconsistent line endings in the 'Assets/XXX.cs' script. Visual Studio Community for Mac.
![]() Convert Line Endings For Unity Mac OS XTo create a menu with hotkey g and no key modifiers pressed use _ like "MyMenu/Do Something _g".Some special keyboard keys are supported as hotkeys, for example "#LEFT" would map to shift-left. If no special modifier key combinations are required the key can be given after an underscore.For example to create a menu with hotkey shift-alt-g use "MyMenu/Do Something #&g". You can change it in following the MenuItem docsTo create a hotkey you can use the following special characters: To the StreamingAssets folderVar stampString = string.Format("_", timestamp.Year, timestamp.Month, timestamp.Day, timestamp.Hour, timestamp.Minute, timestamp.Second) File.WriteAllBytes(Path.Combine(Application.streamingAssetsPath, "Screenshot" + stampString + ".png"), bytes) // Refresh the AssetsDatabase so the file actually appears in UnitySince it uses UnityEditor and UnityEditorInternal make sure to place it in a folder called Editor to exlude it from any builds.After importing it to your project simply use CTRL + SHIFT + K to create a Screenshot of the currently active EditorWindow.Screenshots are placed as PNG file in Assets/StreamingAssets with a timestamp in the name.It will also add an entry to the top menu of the UniytEditor.The current shortcut was just a random one which is not used so far. Files containing already only rn are not modified by this search expression.Here is a reasonable source that derives an orthogonal project matrix:All of the above gives you a matrix that looks like this (add rotation and translation as appropriate if you'd like your resulting transformation matrix to treat an arbitrary camera position and orientation).I made a script for this using InternalEditorUtility.ReadScreenPixel.At first I actually had it as you requested on a GUILayout.Button but decided to instead provide a more general solution here which is completely independent from the EditorWindow itself.(You could still call EditorScreenshotExtension.Screenshot() from the GUILayout.Button anyway.)I rather added a global MenuItem with ShortCut so you actually can take a screenshot of any currently active (last clicked/focused) EditorWindow!EditorScreenshotExtension.cs using System.IO Public static class EditorScreenshotExtensionVar activeWindow = EditorWindow.focusedWindow Var vec2Position = activeWindow.position.position Var sizeY = activeWindow.position.height // Take Screenshot at given position sizesVar colors = InternalEditorUtility.ReadScreenPixel(vec2Position, (int)sizeX, (int)sizeY) // write result Color data into a temporal Texture2DVar result = new Texture2D((int)sizeX, (int)sizeY) // you might want to change this to JPG for way less file size but slightly worse quality// if you do don't forget to also change the file extension below// In order to avoid bloading Texture2D into memory destroy it// finally write the file e.g. The files containing only linefeeds and therefore being already Unix files are not modified by using this search expression.Use (?Ion ez audio converter for mac F12, HOME, END, PGUP, PGDN.A hotkey text must be preceded with a space character ("MyMenu/Do_g" won't be interpreted as hotkey, while "MyMenu/Do _g" will).
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